Hello! i tested a bit the last version 0.9.9 and its awesome! (i don't know where to say this .. so i placed it here, im sorry if it was missplaced :s )

i wanna ask something about the rulesets... is it possible somehow to set the shotgun to have a static model for the shots instead of a random one ? i mean like in cpma for example ... when you shot with shotgun youll have the same model where the shells gone to .. (see the image below)

and another thing.. how do i use g_dumpents ? i wanna dump the ents of a map but when i change this variable nothing is created in edawn directory..

About dumping entities:1. set g_dumpents to 12. load new map or perform \map_restart on map you need3. file with "%mapname%.set" ( i.e. "q3dm17.set" in case if q3dm17 map was loaded ) will be created in \edawn directory - it will contain all entities that is compiled in the map4. if you want to add something on the map - edit resulting file, change its extension to *.add and put in \edawn\maps directory5. if you want to modify whole map entity set - edit file, change its extension to *.set (if not already) and put in \edawn\maps directory

If you want to load different entity files depending from some ruleset condition(s) then you can use MapEntitySet and MapEntityAdd ruleset parameters:

If I get this right and rulesets/ql.cfg is supposed to mimick QL's settings, then the rocket splash damage is wrong.Splash Damage in QL is 85, not 100. (Biggest QL fail ever:)Ofc only if "Splash Damage" in ql.cfg rocket section refers to bolt->splashDamage from g_missile.c in (io)quake3 source

LeopolD wrote:If I get this right and rulesets/ql.cfg is supposed to mimick QL's settings, then the rocket splash damage is wrong.Splash Damage in QL is 85, not 100. (Biggest QL fail ever:)Ofc only if "Splash Damage" in ql.cfg rocket section refers to bolt->splashDamage from g_missile.c in (io)quake3 source

In case someone is interested, here is most recent qrm.cfg (mix between ql and cpm). Extract to edawn/rulesets and play (more info about gamemodes etc is inside qrm.cfg).

There's also an updated cpm.cfg available here but it will only work with the newest build (not 0.9.9). This version includes proper mega health respawn (20 seconds after wearout). Also some warmup settings have been tweaked to mimic CPM.